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Toshi
October 7th, 2003, 11:51 AM
Toshi's Katana Mod v1.0

This modification changes the functionality of the Katana swords, introduced by your friends at Co8 in their 1.0.0 patch.

Summary of Changes

Damage Adjusted to 1d10 /19-20x2
Damage used is v3.5 standard as per the DMG
Katana now uses Exotic Weapon Proficiency to mirror rules listed in 3.5 DMG
One-Handed or Two-Handed wielding style available
Mod test up to 6th level - Enchantment and Customization of the Katana with Craft Skills appears to remain unchanged and is working as intended


Katana Rules Description

The Katana damage has been adjusted to the damage and critical range values listed in the 3.5 DMG. 1d10 / 19-20 x2
Exotic Weapon Proficiency: Bastard Sword is now required
for the Katana to be wielded normally.
Bastard Sword proficiency was used as it was the closest
approximation to the Katana sword in the available list of
proficiencies - Please no arm chair fencers, "sword-smiths", or know it alls - If you don't like it, don't download it.


Mod Notes and Advisories

There are two separate Protos.tab in the zip archive - a One-Handed version and Two-Handed version of the Katana sword.
Backup your existing Protos.tab - you should have one if you installed Co8 v1.0.0. If you have not installed Co8 v1.0.0, WTF is wrong with you man!?!? Go Get it!
Extract the Protos.tab you wish to use to your /%Greyhawk%/data/rules/ folder. You should backup for existing Protos.tab before hand.
The One-Handed version of the Katana Mod is wielded similar to a Longsword and uses the One-Handed sword critical animation. On a critical strike the character model does a jumping-turning-downward slash on the target.This animation is especially sweet on a downed/prone opponent and marries well with the Improved Trip feat. This version allows you to dual-wield your Katana, which may or may not be cheese, but is an option all the same.
The Two-Handed version of the Katana Mod is wielded in both hands (really Toshi?). This is probably the more "realistic" version of the mod. This version has the more consistent/believable normal strikes. I personally dislike the critical animation for this version. On a Critical Strike, the wielder pulls the sword over his head, rears back, and leans into the target - similar to my 1/2 Ork Barbarian with his Two-Handed Hammer. This version does not permit dual wielding of the sword (I never DW a Katana, it's just personal preference in my pursuit of anti-Dritz and/or anti-cheese).
WARNING - After installing either version of the mod, any character you have wielding a Katana may suck in melee with it. That is because the sword now requires Exotic: Bastard Sword to function at normal efficiency
Why Bastard Sword? - I used the Exotic:Bastard Sword Proficiency since it is a unique/different blade to wield (weight, balance) and is a Hand and a Half sword. A Katana meets these criterion as well. It is the proficiency available in-game that mimics the Katana IMO. Making the Katana a martial weapon is unbalancing for me, as it there would be nothing to counter or balance the improved damage and elegance of the sword. Instead of the Katana being a unique roleplaying tools to add panache, it would quickly become the Flavor of the month sword and put me to sleep with 1000's of Gen-Y Drow lovers acting out their Dritz fantasies with a better sword. (Yes, I HATE DRITZ, don't email me about it :P )

If someone wants to add a feat for Katana Proficiency, please get with me, but until then, Bastard Sword shall suffice.


Props to Co8 for gathering, organizing, and sponsoring the mod community. Without their efforts, tools, and positive energy, mods like this one probably would not happen and certainly would not get noticed.

If anyone needs to contact me, you may do so using the contact information on the website.

Download Toshi's Katana Mod v1.0: http://toee.ret-guild.net

- T

Phalzyr
October 7th, 2003, 02:07 PM
I went ahead and copied this into the released mod/tools thread, hope you don't mind. :)

Toshi
October 7th, 2003, 02:18 PM
Not at all. Did not want to overstep my bounds and post it there, since that is more of an official thread and I felt it better to wait for a mods blessing.

Hope everyone enjoys.

- T

Phalzyr
October 7th, 2003, 02:53 PM
Yes, i'd hate for everyone to start posting a bunch of silly or meaningless mods on it :) but by your description it looks like it was well planned out, whether Co8 uses it or not is up to them.

Hicks
October 7th, 2003, 08:42 PM
please tell where i can find a Katana in the game

Toshi
October 7th, 2003, 11:53 PM
You can purchase the Katana from the smith in Homlett after installing the Co8 v1.0.0 patch. He sells masterwork Katanas for ~350gp. The Katana models were included in the un-altered TOEE, but to the best of my knowledge the Co8 patch is required to bring them into the game.

All my patch does is alter the mechanics of the Katana to bring it more inline with the v3.5 ruleset and give users some graphical options for wielding the sword.

- T

Shin
October 8th, 2003, 10:50 AM
What really interests me is the fact you can get both 1-hand and 2-hand wielding animation for one same weapon.

I wonder if the exact same thing can be done for the bastard sword and the longsword. :)

Toshi
October 8th, 2003, 11:24 AM
I can make that happen for ya cap'n - BUT...

I am using a work around suggested by my good buddy Kadekawa, and the breakdown is as follows:

1) Increase weapon to next size class
2) Cannot dual wield or use shield with ANY weapon of that class in your game.

So, if we were to take one of the Longsword instances and make it use the 2-handed animation, no one in your party could use that class of longsword with a shield or TWF. Now, there are like 6 or more Longsword models in the module, but this breaks ALOT of stuff. It's ok with the Katana, because no instances exist in the game that I am aware of and only the graphics were included in the initial release as best I can tell.

We could probably mod the bastard sword for you if you like, but beyond that and we are asking for a lot of trouble and potentially breaking a lot of NPC and Armor Class/Wielding game mechanics.

- T

Shin
October 8th, 2003, 01:28 PM
Oh... too bad. :( THX for the help. I'd at least love to see the bastard sword version of it.

Hmm, beside, would it be possible to make a unique *new* longsword that would be one size higher without affecting other longswords? (just the possibility to make a completely new item in this game is, crucial for my *cough* secret mod... :) )

Sol Invictus
October 8th, 2003, 02:04 PM
Of course it's possible. Just look at Chris W's stuff.

Toshi
October 8th, 2003, 02:16 PM
Very Doable. There are like a ton of longswords in the Descriptions and tab files. You could find one of these guys that is not used, and break, errr... Modify :) him in the table to your heart's content.

{4023}{Egyptian longsword}
{4025}{Excalibur} /boggle
{4029}{Rusty fantasy longsword}
{4029}{Rusty fantasy longsword}
{4030}{Fantasy longsword}
{4031}{Rusty fantasy longsword}
{4032}{Fantasy longsword}
{4033}{Fantasy longsword}
{4037}{Rusty longsword}
{4038}{Longsword}
{4039}{Rusty longsword}
{4040}{Longsword}
{4041}{Rusty longsword}
{4053}{Longsword}
{4054}{Longsword}
{4055}{Longsword}
{4056}{Longsword}

These are just the non-magical ones. There are magical ones going up to +5. I am hoping that a +5 is not used anywhere. so you could probably haxor that one.

<RANT>
The standard, unmodded campaign is WAY too Monty Hall for me. +3 Chainmail and 4 Magical weapons for sending some CE merchants to hell? A +3 Holy Sword for knocking over the farmers daughter? I would have probably planted my seed in that field anyway, but to give out a holy weapon for it is just wrong :)

How Wrong you ask? This kind of wrong:
She is your Sister Man! Sure, she has a nice little crapper on her and a big blouse of goodies, but it's still illegal.
</RANT>

Anyways, pick one of the Longswords you don't think is being used (Egyptian, LS+5) and have all kinds of big fun.

- T

Shin
October 8th, 2003, 02:51 PM
Many thanks to both of you.

Now it's real time to learn the python thing... :D

I might use the +5 one... turn it into........... well, something scary. :roll:

Shin
October 8th, 2003, 03:45 PM
LOL, I now know that protoed is for viewing purpose only, no matter its name... :roll:

Can you please tell me what you used to edit proto.tab?

Shin
October 9th, 2003, 11:49 AM
Problem sorted, and wow, if you guys modding all the game with the HEX editor... :shock: respect, respect :)

Shin
October 10th, 2003, 03:49 AM
Bug report :

I modified the size for both my longsword and bastard sword and was having fun. Only that, when using Power attack feat, the damage bonus dealt by power attack became double. (14 instead of 7).

I'm now going to try how it works for Katana 2 handed mod...

Shin
October 10th, 2003, 04:06 AM
The 2-handed katana is also bugged.

I think we should think about a code which checks if the off hand is free, then gives 2-handed animation instead of the usual.

[EDIT] OH MY GOD...


POWER ATTACK [GENERAL]
Prerequisite: Str 13.
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.
Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats.

Oh my god. I just had some doubt and checked the SRD, and look what I found. a one-handed weapon wielded in two hands is bugged, forcing the large size FIXES it... lol

Toshi
October 10th, 2003, 08:21 AM
Yup, any one handed weapon wielded with a shield gets a damage bonus that it should not for example. One my page there is a screen shot of this anomoly. In general any one/2-handed wielding is kinda of fuxorded right now. I just found out that I am getting double penalized for combat expertise as well, which is a real bummer.

BAB on the character sheet reflects Combat Expert modifier AND when the attack is made using the already lowered BAB, the modifer is re-applied.

- T

Shin
October 10th, 2003, 02:48 PM
Originally posted by Toshi

BAB on the character sheet reflects Combat Expert modifier AND when the attack is made using the already lowered BAB, the modifer is re-applied.

- T

I'm not encountering this bug though. Combat Expertise works fine for me.

Shin
October 10th, 2003, 04:36 PM
The powerattack will be fixed in official patch! Woot! :)

Sol Invictus
October 13th, 2003, 01:50 PM
Which version of the Katana do you guys prefer to be in the new release? The one-handed version or the two-handed one?

Elessar
October 13th, 2003, 02:35 PM
This is my first post so hi to all, and thanks to all the modders for their time and work.

Exitium:

1 vote for the 2-handed version.

Kadekawa
October 13th, 2003, 09:48 PM
I like 2 handed style as its more authentic
but for roleplaying end and exotic weapons prof. you should include the niten ryu style

I would just keep the 4034 as two handed and 4035 as one handed and keep them both as masterworks

Sol Invictus
October 14th, 2003, 08:50 AM
I'm going with the one-handed version as it'd seem like a huge waste of a proficiency otherwise. I'm sure some people would like the Strength bonus for the Katana if wielded with two hands, but that'd simply make the Katana redundant due to the fact that Greatswords do the same amount of damage as a Katana, or slightly more - if I'm not mistaken.

Oh, the animation is too cool :)

rex_blade
October 14th, 2003, 10:22 AM
Originally posted by Shin
The powerattack will be fixed in official patch! Woot! :)

they've released information on the official patch?!?!!?!?!?


*RUNS OVER TO THE OFFICIAL TOEE WEBSITE*

Nope, nothing there.... maybe at Troika!

*RUNS OVER TO THE OFFCIAL TROIKA WEBSITE*

NOTHING! damn it! Atari better have something!

*cautiously sneaks over to the Atari website while avoiding nasty french people*

nothing!

Shin, where do you get your info?